Info regarding changes coming to assault rifles

CCP Remnant:

We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:

Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons
A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so might’ve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifle’s optimal range will be increased and we’ll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.

"The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on."
I don't quite understand what this means. Does this mean that certain races only have access to certain types of AR? or is there additional penalty if say a caldari wants to access the tactical rifle.

The changes are coming at quite a opportune/inopportune time, with the respec coming up.

I'm gonna hold off on weapons after the respec until the combat and railfifle become available I think.

This was literally the exact same thought I had when I saw Remnant's post. Not sure if I want to give up my Gallente AR though, especially since we don't know exactly when these new weapons are coming.

This was literally the exact same thought I had when I saw Remnant's post. Not sure if I want to give up my Gallente AR though, especially since we don't know exactly when these new weapons are coming.

As a logi I can do this a bit easier than frontline. I will rock the skillless Exile until I know where I'm going. I have the next 2 months of skills training planned anyway, then I have lesser concrete plans beyond that...

However, I may go back to MD if they fix it...but I think I',m just gonna wait.

We are currently testing an update to the TAC AR and we hope to release it next week. The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. We’re not aiming to nerf hammer it so we’ll monitor the weapon carefully after that to see the impact of the change.

We are currently testing an update to the TAC AR and we hope to release it next week. The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. We’re not aiming to nerf hammer it so we’ll monitor the weapon carefully after that to see the impact of the change.

"The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on."
I don't quite understand what this means. Does this mean that certain races only have access to certain types of AR? or is there additional penalty if say a caldari wants to access the tactical rifle.

The changes are coming at quite a opportune/inopportune time, with the respec coming up.

it'll be formatted the way the Suits are. (i find the suit thing ridiculous though unless they plan to fix it)

so you spec into Amarr Weapons and then Amarr Scrambler. but if you wan't to use caldari Assault rifle you'll have to spec into Caldari skills.
the variants are to bridge the gap between races. so you'll have a Scrambler trying to be a assault rifle, or a scrambler trying to be a Railgun.
likewise, in the Gelente section, you'll have the gelente assault rifle trying to be a Scrambler rifle etc. they won't be the same, but at least you wont have to dump LOADS of SP to adjust your playstyle.

but this is what i find STUPID beyond reason!

the suit thing. I'm Amarr, why do i need to spec into this $#@!!! they need to fix it or drop the multipliers significantly to incentivise in-race leveling, this then gives hardcore players that little space extra to level further as multipliers for other suits should be higher....win?

but On-topic:

CCP are slow to implement these weapons, and it begs the question. if these variants are int there as part of the solution to bridge the gap, then you have to wonder what in the hell the art department are doing?

if i was a manager at CCP they would have a very hard time
irrespective of roadmap, this is not how i'd do things (third year BSc economics here)

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